Refactoring SoundSystem and its events, components
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@@ -263,7 +263,7 @@ void dd::OBJ::ParseMaterial()
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ParseColorMap(currentLine, ss, prefix, arg, colorMap);
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}
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// HACK: Should we really have to specify the full path here?
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// HACK: Should we really have to specify the full FilePath here?
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colorMap.FileName = (m_MaterialPath.branch_path() / colorMap.FileName).string();
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currentMaterial->DiffuseTexture = colorMap;
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continue;
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@@ -280,7 +280,7 @@ void dd::OBJ::ParseMaterial()
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ParseColorMap(currentLine, ss, prefix, arg, colorMap);
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}
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// HACK: Should we really have to specify the full path here?
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// HACK: Should we really have to specify the full FilePath here?
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colorMap.FileName = (m_MaterialPath.branch_path() / colorMap.FileName).string();
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currentMaterial->SpecularMap = colorMap;
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continue;
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@@ -297,7 +297,7 @@ void dd::OBJ::ParseMaterial()
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ParseBumpMap(currentLine, ss, prefix, arg, bumpMap);
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}
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// HACK: Should we really have to specify the full path here?
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// HACK: Should we really have to specify the full FilePath here?
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bumpMap.FileName = (m_MaterialPath.branch_path() / bumpMap.FileName).string();
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currentMaterial->NormalMap = bumpMap;
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continue;
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